Dungeons and Dragons Wiki

Virtually all of the admins and most of the users have moved along with the wiki, see the forum for more information. You are welcome to remain here and continue editing if you wish.

READ MORE

Dungeons and Dragons Wiki
This material is published under the OGL

HARPY[]

Harpy
Size/Type: Medium Monstrous Humanoid
Hit Dice: 7d8 (31 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: 13 (+2 Dex, +1 natural),, touch 12, flat-footed 11
Base Attack/Grapple: +7/+7
Attack: Club +7 melee (1d6)
Full Attack: Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Captivating song
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Skills: Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3
Feats: Dodge, Flyby Attack, Persuasive
Environment: Temperate marshes
Organization: Solitary, pair, or flight (7–12)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new “toys” will it release them from suffering by killing and consuming them.

COMBAT[]

When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.

Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Skills: Harpies have a +4 racial bonus on Bluff and Listen checks.

SEE WIKIPEDIA ENTRY: Harpy



Back to Main PageSystem Reference DocumentCreatures